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Bard
Description-It is said that music has a speical magic, and the bard proves that saying is true.Wandering across the land gathering lore,telling stories,working magic with their music.and living on the graditude of his adience; such is the life of a bard.When chance or opertunity dreaws them into a conflict they often serve as diplomats,Meogaters,messangers and spies. Alignment: Any nonlawful. Hit Die: d6. Class Skills: The bard's class skills (and the key ability for each skill) are Alchemy (Int), Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int, exclusive skill), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Pick Pocket (Dex), Profession (Wis), Scry (Int, exclusive skill), Sense Motive (Wis), Speak Language (Int), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha, exclusive skill). skills at level 1(4+intelligence modifier)
X 4 Weapon and Armor Proficiency: A bard is proficient
with all simple weapons. Additionally, the bard is proficient with one of
the following weapons: longbow, composite longbow, longsword, rapier, sap,
short composite bow, short sword, shortbow, or whip. Bards are proficient
with light armor, medium armor, and shields. Level
-----------------Spells per Day-----------------------
-----------Spells Known-----------
Bardic Music: Once per day per level, a bard
can use song or poetics to produce magical effects on those around him or
her. While these abilities fall under the category of bardic music, they can
include reciting poetry, chanting, singing lyrical songs, singing melodies,
whistling, playing an instrument, or playing an instrument in combination
with some spoken performance. As with casting a spell with a verbal component,
a deaf bard suffers a 20% chance to fail with bardic music. If the bard fails,
the attempt still counts against the daily limit. * Inspire Courage: A bard with 3 or more ranks
in Perform can to inspire courage in his or her allies. To be affected, an
ally must hear the bard sing for a full round. The effect lasts as long as
the bard sings and for 5 rounds after the bard stops singing (or 5 rounds
after the ally can no longer hear the bard). While singing, the bard can fight
but cannot cast spells, activate magic items by spell completion (such as
scrolls), or activate magic items by magic word (such as wands). Affected
allies receive a +2 morale bonus to saving throws against charm and fear effects
and a +1 morale bonus to attack and weapon damage rolls. Inspire courage is
a supernatural, mind-affecting ability. * Countersong: A bard with 3 or more ranks
in Perform can counter magical effects that depend on sound (but not spells
that simply have verbal components). As with inspire courage, a bard may sing,
play, or recite a countersong while taking other mundane actions, but not
magical actions. Each round of the countersong, the bard makes a Perform check.
Any creature within 30 feet of the bard (including the bard) who is affected
by a sonic or language-dependent magical attack may use the bard's Perform
check result in place of his saving throw if, after rolling the saving throw,
the Perform check result proves to be better. The bard may keep up the countersong
for 10 rounds. Countersong is a supernatural ability. * Fascinate: A bard with 3 or more ranks in
Perform can cause a single creature to become fascinated with him. The creature
to be fascinated must be able to see and hear the bard and must be within
90 feet. The bard must also see the creature. The creature must be able to
pay attention to the bard. The distraction of a nearby combat or other dangers
prevents the ability from working. The bard makes a Perform check, and the
target can negate the effect with a Will saving throw equal to or greater
than the bard's check result. If the saving throw succeeds, the bard cannot
attempt to fascinate that creature again for 24 hours. If the saving throw
fails, the creature sits quietly and listens to the song for up to 1 round
per level of the bard. While fascinated, the target's Spot and Listen checks
suffer a -4 penalty. Any potential threat (such as an ally of the bard moving
behind the fascinated creature) allows the fascinated creature a second saving
throw against a new Perform check result. Any obvious threat, such as casting
a spell, drawing a sword, or aiming, automatically breaks the effect. * Suggestion: A bard with 9 or more ranks
in Perform can make a suggestion (as the spell) to a creature that he has
already fascinated (see above). The suggestion doesn't count against the bard's
daily limit on bardic music performances (one per day per level), but the
fascination does. A Will saving throw (DC 13 + the bard's Charisma modifier)
negates the effect. Suggestion is a spell-like, mind-affecting charm ability.
* Inspire Greatness: A bard with 12 or more
ranks in Perform can inspire greatness in another creature. For every three
levels the bard attains beyond 9th, the bard can inspire greatness in one
additional creature. To inspire greatness, the bard must sing and the creature
must hear the bard sing for a full round, as with inspire courage. The creature
must also be within 30 feet. A creature inspired with greatness gains temporary
Hit Dice, attack bonuses, and saving throw bonuses as long as he or she hears
the bard continue to sing and for 5 rounds thereafter. (All these bonuses
are competence bonuses.) Ex-Bards: A bard who becomes lawful in alignment
cannot progress in levels as a bard, though he retains all his bard abilities.
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